Serious-Engine/Sources/Engine/Models/RenderModel_Mask.cpp
Ryan C. Gordon 1a2ccb8f50 Merge github.com:Croteam-Official/Serious-Engine
Conflicts:
	Sources/Ecc/Parser.cpp
	Sources/Ecc/Scanner.cpp
	Sources/Engine/Base/Scanner.cpp
	Sources/Engine/GameAgent/GameAgent.cpp
	Sources/Engine/Graphics/Gfx_wrapper.h
	Sources/Engine/Network/Network.cpp
	Sources/Engine/Sound/SoundDecoder.h
	Sources/Engine/Templates/HashTableTemplate.cpp
	Sources/Engine/Terrain/Terrain.h
	Sources/EntitiesMP/ParticleCloudsHolder.es
	Sources/EntitiesMP/ParticleCloudsMarker.es
	Sources/SeriousSam/CDCheck.h
	Sources/SeriousSam/Menu.cpp
	Sources/SeriousSam/MenuGadgets.cpp
	Sources/SeriousSam/SeriousSam.cpp
	Sources/SeriousSam/SplashScreen.cpp
	Sources/SeriousSam/StdH.cpp
	Sources/SeriousSam/StdH.h
	Sources/Shaders/StdH.cpp
2016-04-02 23:56:12 -04:00

543 lines
23 KiB
C++

/* Copyright (c) 2002-2012 Croteam Ltd.
This program is free software; you can redistribute it and/or modify
it under the terms of version 2 of the GNU General Public License as published by
the Free Software Foundation
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
#include "Engine/StdH.h"
#include <Engine/Models/ModelObject.h>
#include <Engine/Base/Translation.h>
#include <Engine/Models/ModelData.h>
#include <Engine/Models/ModelProfile.h>
#include <Engine/Models/RenderModel.h>
#include <Engine/Models/Model_internal.h>
#include <Engine/Templates/StaticArray.cpp>
#include <Engine/Base/Lists.inl>
#include <Engine/Base/Console.h>
#include <Engine/Models/RenderModel_internal.h>
// polygon visibility constants
#define VISIBLE_NOT 0
#define VISIBLE_FRONT (+1)
#define VISIBLE_BACK (-1)
// some rendering variables and so ...
static PIX pixWidth;
// some projection parameters
static FLOAT fCenterI, fCenterJ;
static FLOAT fRatioI, fRatioJ;
static FLOAT fStepI, fStepJ;
static FLOAT fZoomI, fZoomJ;
static FLOAT fFrontClipDistance, f1oFrontClipDistance;
static FLOAT fBackClipDistance, f1oBackClipDistance;
static FLOAT fDepthBufferFactor;
static BOOL bBackFaced, bDoubleSided;
static BOOL bPerspective;
static BOOL b16BitCompression;
static ULONG ulColorMask;
static ULONG ulRenderFlags;
static PIX pixMipWidth, pixMipHeight;
static INDEX iMipLevel;
// vertex array for clipped polygons
#define MAX_CLIPPEDVERTICES 32
// double buffer for clipping
static TransformedVertexData atvdClipped1[MAX_CLIPPEDVERTICES];
static TransformedVertexData atvdClipped2[MAX_CLIPPEDVERTICES];
static TransformedVertexData *ptvdSrc = atvdClipped1;
static TransformedVertexData *ptvdDst = atvdClipped2;
static INDEX ctvxSrc, ctvxDst;
// prepare list of all visible polygons that are to be rendered to current drawport
static void RenderOneSide( CRenderModel &rm, const INDEX iVisibility)
{
// for each surface in finest mip model
ModelMipInfo &mmiMip = rm.rm_pmdModelData->md_MipInfos[0];
FOREACHINSTATICARRAY( mmiMip.mmpi_MappingSurfaces, MappingSurface, itms)
{
MappingSurface &ms = *itms;
ULONG ulFlags = ms.ms_ulRenderingFlags;
// if surface is invisible or empty, skip it
if( (ulFlags&SRF_INVISIBLE) || ms.ms_ctSrfVx==0) continue;
// if rendering back side and surface is not double sided, skip entire surface
if( iVisibility==VISIBLE_BACK && !(ulFlags&SRF_DOUBLESIDED)) continue;
// for each vertex in the surface
BOOL bTransparency = ms.ms_sttTranslucencyType!=STT_OPAQUE;
for( INDEX ivx=0; ivx<ms.ms_aiTextureVertices.Count(); ivx++) {
ModelTextureVertex &mtv = mmiMip.mmpi_TextureVertices[ms.ms_aiTextureVertices[ivx]];
TransformedVertexData &tvd = rm.rm_pmdModelData->md_TransformedVertices[mtv.mtv_iTransformedVertex];
// adjust texture coordinates for texture mapping and clipping
tvd.tvd_fU = (mtv.mtv_UV(1)>>iMipLevel);
tvd.tvd_fV = (mtv.mtv_UV(2)>>iMipLevel);
tvd.tvd_pv2.pv2_fUoK = tvd.tvd_fU * tvd.tvd_pv2.pv2_f1oK;
tvd.tvd_pv2.pv2_fVoK = tvd.tvd_fV * tvd.tvd_pv2.pv2_f1oK;
}
// for each polygon in the surface
for( INDEX iipo=0; iipo<ms.ms_aiPolygons.Count(); iipo++)
{
ModelPolygon &mpPolygon = mmiMip.mmpi_Polygons[ms.ms_aiPolygons[iipo]];
// if the polygon is not visible on this side, skip it
if( mpPolygon.mp_slVisibility != iVisibility) continue;
// if the polygon needs to be clipped to near clip plane
if( mpPolygon.mp_bClipped) {
// create array of vertices for polygon clipped to near clip plane
ctvxDst=0;
INDEX ivx0=mpPolygon.mp_PolygonVertices.Count()-1;
INDEX ivx1=0;
{for( INDEX ivx=0; ivx<mpPolygon.mp_PolygonVertices.Count(); ivx++)
{
TransformedVertexData &tvd0 = *mpPolygon.mp_PolygonVertices[ivx0].mpv_ptvTransformedVertex;
TransformedVertexData &tvd1 = *mpPolygon.mp_PolygonVertices[ivx1].mpv_ptvTransformedVertex;
FLOAT fd0 = fFrontClipDistance-tvd0.tvd_fZ;
FLOAT fd1 = fFrontClipDistance-tvd1.tvd_fZ;
// if first vertex is in
if( fd0>=0) {
// add it to clip array
ptvdDst[ctvxDst] = tvd0;
ctvxDst++;
// if second vertex is out
if( fd1<0) {
// add clipped vertex at exit
TransformedVertexData &tvdClipped = ptvdDst[ctvxDst];
ctvxDst++;
FLOAT fF = fd1/(fd1-fd0);
tvdClipped.tvd_fX = tvd1.tvd_fX - (tvd1.tvd_fX - tvd0.tvd_fX) *fF;
tvdClipped.tvd_fY = tvd1.tvd_fY - (tvd1.tvd_fY - tvd0.tvd_fY) *fF;
tvdClipped.tvd_fZ = fFrontClipDistance;
tvdClipped.tvd_pv2.pv2_f1oK = fDepthBufferFactor * f1oFrontClipDistance;
FLOAT fU = tvd1.tvd_fU - (tvd1.tvd_fU - tvd0.tvd_fU) *fF;
FLOAT fV = tvd1.tvd_fV - (tvd1.tvd_fV - tvd0.tvd_fV) *fF;
tvdClipped.tvd_pv2.pv2_fUoK = fU * tvdClipped.tvd_pv2.pv2_f1oK;
tvdClipped.tvd_pv2.pv2_fVoK = fV * tvdClipped.tvd_pv2.pv2_f1oK;
}
// if first vertex is out (don't add it into clip array)
} else {
// if second vertex is in
if( fd1>=0) {
// add clipped vertex at entry
TransformedVertexData &tvdClipped = ptvdDst[ctvxDst];
ctvxDst++;
FLOAT fF = fd0/(fd0-fd1);
tvdClipped.tvd_fX = tvd0.tvd_fX - (tvd0.tvd_fX - tvd1.tvd_fX) *fF;
tvdClipped.tvd_fY = tvd0.tvd_fY - (tvd0.tvd_fY - tvd1.tvd_fY) *fF;
tvdClipped.tvd_fZ = fFrontClipDistance;
tvdClipped.tvd_pv2.pv2_f1oK = fDepthBufferFactor * f1oFrontClipDistance;
FLOAT fU = tvd0.tvd_fU - (tvd0.tvd_fU - tvd1.tvd_fU) *fF;
FLOAT fV = tvd0.tvd_fV - (tvd0.tvd_fV - tvd1.tvd_fV) *fF;
tvdClipped.tvd_pv2.pv2_fUoK = fU * tvdClipped.tvd_pv2.pv2_f1oK;
tvdClipped.tvd_pv2.pv2_fVoK = fV * tvdClipped.tvd_pv2.pv2_f1oK;
}
}
// proceed to next vertex in list (i.e. new pair of vertices)
ivx0=ivx1;
ivx1++;
}}
// swap buffers
Swap( ptvdSrc, ptvdDst);
Swap( ctvxSrc, ctvxDst);
// if clipping to far clip plane is on
if( fBackClipDistance<0) {
ctvxDst=0;
INDEX ivx0=ctvxSrc-1;
INDEX ivx1=0;
{for( INDEX ivx=0; ivx<ctvxSrc; ivx++)
{
TransformedVertexData &tvd0 = ptvdSrc[ivx0];
TransformedVertexData &tvd1 = ptvdSrc[ivx1];
FLOAT fd0 = tvd0.tvd_fZ-fBackClipDistance;
FLOAT fd1 = tvd1.tvd_fZ-fBackClipDistance;
// if first vertex is in
if( fd0>=0) {
// add it to clip array
ptvdDst[ctvxDst] = tvd0;
ctvxDst++;
// if second vertex is out
if( fd1<0) {
// add clipped vertex at exit
TransformedVertexData &tvdClipped = ptvdDst[ctvxDst];
ctvxDst++;
FLOAT fF = fd1/(fd1-fd0);
tvdClipped.tvd_fX = tvd1.tvd_fX - (tvd1.tvd_fX - tvd0.tvd_fX) *fF;
tvdClipped.tvd_fY = tvd1.tvd_fY - (tvd1.tvd_fY - tvd0.tvd_fY) *fF;
tvdClipped.tvd_fZ = fBackClipDistance;
tvdClipped.tvd_pv2.pv2_f1oK = fDepthBufferFactor * f1oBackClipDistance;
FLOAT fU = tvd1.tvd_fU - (tvd1.tvd_fU - tvd0.tvd_fU) *fF;
FLOAT fV = tvd1.tvd_fV - (tvd1.tvd_fV - tvd0.tvd_fV) *fF;
tvdClipped.tvd_pv2.pv2_fUoK = fU * tvdClipped.tvd_pv2.pv2_f1oK;
tvdClipped.tvd_pv2.pv2_fVoK = fV * tvdClipped.tvd_pv2.pv2_f1oK;
}
// if first vertex is out (don't add it into clip array)
} else {
// if second vertex is in
if( fd1>=0) {
// add clipped vertex at entry
TransformedVertexData &tvdClipped = ptvdDst[ctvxDst];
ctvxDst++;
FLOAT fF = fd0/(fd0-fd1);
tvdClipped.tvd_fX = tvd0.tvd_fX - (tvd0.tvd_fX - tvd1.tvd_fX) *fF;
tvdClipped.tvd_fY = tvd0.tvd_fY - (tvd0.tvd_fY - tvd1.tvd_fY) *fF;
tvdClipped.tvd_fZ = fBackClipDistance;
tvdClipped.tvd_pv2.pv2_f1oK = fDepthBufferFactor * f1oBackClipDistance;
FLOAT fU = tvd0.tvd_fU - (tvd0.tvd_fU - tvd1.tvd_fU) *fF;
FLOAT fV = tvd0.tvd_fV - (tvd0.tvd_fV - tvd1.tvd_fV) *fF;
tvdClipped.tvd_pv2.pv2_fUoK = fU * tvdClipped.tvd_pv2.pv2_f1oK;
tvdClipped.tvd_pv2.pv2_fVoK = fV * tvdClipped.tvd_pv2.pv2_f1oK;
}
}
// proceed to next vertex in list (i.e. new pair of vertices)
ivx0=ivx1;
ivx1++;
}}
// swap buffers
Swap( ptvdSrc, ptvdDst);
Swap( ctvxSrc, ctvxDst);
}
// for each vertex
{for( INDEX ivx=0; ivx<ctvxSrc; ivx++)
{
// calculate projection
TransformedVertexData &tvd = ptvdSrc[ivx];
if( bPerspective) {
const FLOAT f1oZ = 1.0f/tvd.tvd_fZ;
tvd.tvd_pv2.pv2_fI = fCenterI+tvd.tvd_fX*fRatioI*f1oZ;
tvd.tvd_pv2.pv2_fJ = fCenterJ-tvd.tvd_fY*fRatioJ*f1oZ;
} else {
tvd.tvd_pv2.pv2_fI = fCenterI+tvd.tvd_fX*fZoomI+tvd.tvd_fZ*fStepI;
tvd.tvd_pv2.pv2_fJ = fCenterJ-tvd.tvd_fY*fZoomJ-tvd.tvd_fZ*fStepJ;
}
}}
// clip polygon against left edge
ctvxDst=0;
ivx0=ctvxSrc-1;
ivx1=0;
{for( INDEX ivx=0; ivx<ctvxSrc; ivx++)
{
PolyVertex2D &pv20 = ptvdSrc[ivx0].tvd_pv2;
PolyVertex2D &pv21 = ptvdSrc[ivx1].tvd_pv2;
FLOAT fd0 = pv20.pv2_fI-0;
FLOAT fd1 = pv21.pv2_fI-0;
// if first vertex is in
if( fd0>=0) {
// add it to clip array
ptvdDst[ctvxDst].tvd_pv2 = pv20;
ctvxDst++;
// if second vertex is out
if( fd1<0) {
PolyVertex2D &pv2Clipped = ptvdDst[ctvxDst].tvd_pv2;
ctvxDst++;
FLOAT fF = fd1/(fd1-fd0);
pv2Clipped.pv2_fI = 0;
pv2Clipped.pv2_fJ = pv21.pv2_fJ - (pv21.pv2_fJ - pv20.pv2_fJ) *fF;
pv2Clipped.pv2_f1oK = pv21.pv2_f1oK - (pv21.pv2_f1oK - pv20.pv2_f1oK) *fF;
pv2Clipped.pv2_fUoK = pv21.pv2_fUoK - (pv21.pv2_fUoK - pv20.pv2_fUoK) *fF;
pv2Clipped.pv2_fVoK = pv21.pv2_fVoK - (pv21.pv2_fVoK - pv20.pv2_fVoK) *fF;
}
// if first vertex is out (don't add it into clip array)
} else {
// if second vertex is in
if( fd1>=0) {
// add clipped vertex at entry
PolyVertex2D &pv2Clipped = ptvdDst[ctvxDst].tvd_pv2;
ctvxDst++;
FLOAT fF = fd0/(fd0-fd1);
pv2Clipped.pv2_fI = 0;
pv2Clipped.pv2_fJ = pv20.pv2_fJ - (pv20.pv2_fJ - pv21.pv2_fJ)*fF;
pv2Clipped.pv2_f1oK = pv20.pv2_f1oK - (pv20.pv2_f1oK - pv21.pv2_f1oK) *fF;
pv2Clipped.pv2_fUoK = pv20.pv2_fUoK - (pv20.pv2_fUoK - pv21.pv2_fUoK) *fF;
pv2Clipped.pv2_fVoK = pv20.pv2_fVoK - (pv20.pv2_fVoK - pv21.pv2_fVoK) *fF;
}
}
// proceed to next vertex in list (i.e. new pair of vertices)
ivx0=ivx1;
ivx1++;
}}
// swap buffers
Swap( ptvdSrc, ptvdDst);
Swap( ctvxSrc, ctvxDst);
// clip polygon against right edge
ctvxDst=0;
ivx0=ctvxSrc-1;
ivx1=0;
{for( INDEX ivx=0; ivx<ctvxSrc; ivx++)
{
PolyVertex2D &pv20 = ptvdSrc[ivx0].tvd_pv2;
PolyVertex2D &pv21 = ptvdSrc[ivx1].tvd_pv2;
FLOAT fd0 = pixWidth-pv20.pv2_fI;
FLOAT fd1 = pixWidth-pv21.pv2_fI;
// if first vertex is in
if( fd0>=0) {
// add it to clip array
ptvdDst[ctvxDst].tvd_pv2 = pv20;
ctvxDst++;
// if second vertex is out
if( fd1<0) {
PolyVertex2D &pv2Clipped = ptvdDst[ctvxDst].tvd_pv2;
ctvxDst++;
FLOAT fF = fd1/(fd1-fd0);
pv2Clipped.pv2_fI = pixWidth;
pv2Clipped.pv2_fJ = pv21.pv2_fJ - (pv21.pv2_fJ - pv20.pv2_fJ)*fF;
pv2Clipped.pv2_f1oK = pv21.pv2_f1oK - (pv21.pv2_f1oK - pv20.pv2_f1oK) *fF;
pv2Clipped.pv2_fUoK = pv21.pv2_fUoK - (pv21.pv2_fUoK - pv20.pv2_fUoK) *fF;
pv2Clipped.pv2_fVoK = pv21.pv2_fVoK - (pv21.pv2_fVoK - pv20.pv2_fVoK) *fF;
}
// if first vertex is out (don't add it into clip array)
} else {
// if second vertex is in
if( fd1>=0) {
// add clipped vertex at entry
PolyVertex2D &pv2Clipped = ptvdDst[ctvxDst].tvd_pv2;
ctvxDst++;
FLOAT fF = fd0/(fd0-fd1);
pv2Clipped.pv2_fI = pixWidth;
pv2Clipped.pv2_fJ = pv20.pv2_fJ - (pv20.pv2_fJ - pv21.pv2_fJ)*fF;
pv2Clipped.pv2_f1oK = pv20.pv2_f1oK - (pv20.pv2_f1oK - pv21.pv2_f1oK) *fF;
pv2Clipped.pv2_fUoK = pv20.pv2_fUoK - (pv20.pv2_fUoK - pv21.pv2_fUoK) *fF;
pv2Clipped.pv2_fVoK = pv20.pv2_fVoK - (pv20.pv2_fVoK - pv21.pv2_fVoK) *fF;
}
}
// proceed to next vertex in list (i.e. new pair of vertices)
ivx0=ivx1;
ivx1++;
}}
// swap buffers
Swap( ptvdSrc, ptvdDst);
Swap( ctvxSrc, ctvxDst);
// draw all triangles in clipped polygon as a triangle fan, with clipping
PolyVertex2D &pvx0 = ptvdSrc[0].tvd_pv2;
{for( INDEX ivx=1; ivx<ctvxSrc-1; ivx++) {
PolyVertex2D &pvx1 = ptvdSrc[ivx+0].tvd_pv2;
PolyVertex2D &pvx2 = ptvdSrc[ivx+1].tvd_pv2;
DrawTriangle_Mask( _pubMask, _slMaskWidth, _slMaskHeight, &pvx0, &pvx1, &pvx2, bTransparency);
}}
_pfModelProfile.IncrementCounter(CModelProfile::PCI_MASK_TRIANGLES, mpPolygon.mp_PolygonVertices.Count()-2);
_pfModelProfile.IncrementCounter(CModelProfile::PCI_MASK_POLYGONS);
} // if the polygon is not clipped
else
{
// draw all triangles as a triangle fan
PolyVertex2D &pvx0 = mpPolygon.mp_PolygonVertices[0].mpv_ptvTransformedVertex->tvd_pv2;
{for( INDEX ivx=1; ivx<mpPolygon.mp_PolygonVertices.Count()-1; ivx++) {
PolyVertex2D &pvx1 = mpPolygon.mp_PolygonVertices[ivx+0].mpv_ptvTransformedVertex->tvd_pv2;
PolyVertex2D &pvx2 = mpPolygon.mp_PolygonVertices[ivx+1].mpv_ptvTransformedVertex->tvd_pv2;
DrawTriangle_Mask( _pubMask, _slMaskWidth, _slMaskHeight, &pvx0, &pvx1, &pvx2, bTransparency);
}}
_pfModelProfile.IncrementCounter(CModelProfile::PCI_MASK_TRIANGLES, mpPolygon.mp_PolygonVertices.Count()-2);
_pfModelProfile.IncrementCounter(CModelProfile::PCI_MASK_POLYGONS);
}
}
}
}
// prepare model for rendering (i.e. project model vertices)
void CModelObject::RenderModel_Mask( CRenderModel &rm)
{
// skip shadow generation if effect texture has been set
CTextureData *ptd = (CTextureData*)mo_toTexture.GetData();
if( ptd!=NULL && ptd->td_ptegEffect!=NULL) {
// report to console
CPrintF( TRANS("WARNING: model '%s' cast cluster shadows but has an effect texture.\n"), (const char *) GetData()->GetName());
return;
}
_pfModelProfile.StartTimer( CModelProfile::PTI_MASK_INITMODELRENDERING);
_pfModelProfile.IncrementTimerAveragingCounter( CModelProfile::PTI_MASK_INITMODELRENDERING);
// cache drawport width (for horizontal screen clipping purposes)
pixWidth = _slMaskWidth;
// test if projection is parallel or perspective
bPerspective = TRUE;
if( !_aprProjection.IsPerspective()) bPerspective = FALSE;
b16BitCompression = rm.rm_pmdModelData->md_Flags & MF_COMPRESSED_16BIT;
ulColorMask = mo_ColorMask;
// if texture is invalid, backup to white color mode
if( ptd==NULL) rm.rm_rtRenderType = (rm.rm_rtRenderType&~RT_TEXTURE_MASK)|RT_WHITE_TEXTURE;
// if texture is ok
iMipLevel = 31;
ULONG *pulCurrentMipmap = NULL;
if( rm.rm_rtRenderType & RT_TEXTURE) {
// reload texture
ptd->Force( TEX_STATIC);
// get texture parameters for current frame and needed mip factor
pulCurrentMipmap = ptd->td_pulFrames + (mo_toTexture.GetFrame()*ptd->td_slFrameSize)/BYTES_PER_TEXEL;
iMipLevel = ptd->td_iFirstMipLevel;
pixMipWidth = ptd->GetPixWidth();
pixMipHeight = ptd->GetPixHeight();
}
// initialize texture for usage thru render triangle routine
SetTriangleTexture( pulCurrentMipmap, pixMipWidth, pixMipHeight);
CPerspectiveProjection3D &prPerspective = (CPerspectiveProjection3D &)*_aprProjection;
CParallelProjection3D &prParallel = (CParallelProjection3D &)*_aprProjection;
const FLOATmatrix3D &m = rm.rm_mObjectToView;
const FLOAT3D &v = rm.rm_vObjectToView;
if( bPerspective) {
fCenterI = prPerspective.pr_ScreenCenter(1);
fCenterJ = prPerspective.pr_ScreenCenter(2);
fRatioI = prPerspective.ppr_PerspectiveRatios(1);
fRatioJ = prPerspective.ppr_PerspectiveRatios(2);
fFrontClipDistance = -prPerspective.pr_NearClipDistance;
fBackClipDistance = -prPerspective.pr_FarClipDistance;
f1oFrontClipDistance = -1/prPerspective.pr_NearClipDistance;
f1oBackClipDistance = -1/prPerspective.pr_FarClipDistance;
fDepthBufferFactor = prPerspective.pr_fDepthBufferFactor;
} else {
fCenterI = prParallel.pr_ScreenCenter(1);
fCenterJ = prParallel.pr_ScreenCenter(2);
fStepI = prParallel.pr_vStepFactors(1);
fStepJ = prParallel.pr_vStepFactors(2);
fZoomI = prParallel.pr_vZoomFactors(1);
fZoomJ = prParallel.pr_vZoomFactors(2);
fFrontClipDistance = -prPerspective.pr_NearClipDistance;
fBackClipDistance = -prPerspective.pr_FarClipDistance;
f1oFrontClipDistance = 1;
f1oBackClipDistance = 1;
fDepthBufferFactor = 1;
}
// for each vertex
for( INDEX ivx=0; ivx<rm.rm_pmdModelData->md_VerticesCt; ivx++)
{
TransformedVertexData &tvd = rm.rm_pmdModelData->md_TransformedVertices[ ivx];
tvd.tvd_bClipped = FALSE; // initially, vertex is not clipped
float fxOld, fyOld, fzOld;
if( b16BitCompression) {
ModelFrameVertex16 &mfv = rm.rm_pFrame16_0[ivx];
fxOld = (mfv.mfv_SWPoint(1)-rm.rm_vOffset(1)) *rm.rm_vStretch(1);
fyOld = (mfv.mfv_SWPoint(2)-rm.rm_vOffset(2)) *rm.rm_vStretch(2);
fzOld = (mfv.mfv_SWPoint(3)-rm.rm_vOffset(3)) *rm.rm_vStretch(3);
} else {
ModelFrameVertex8 &mfv = rm.rm_pFrame8_0[ivx];
fxOld = (mfv.mfv_SBPoint(1)-rm.rm_vOffset(1)) *rm.rm_vStretch(1);
fyOld = (mfv.mfv_SBPoint(2)-rm.rm_vOffset(2)) *rm.rm_vStretch(2);
fzOld = (mfv.mfv_SBPoint(3)-rm.rm_vOffset(3)) *rm.rm_vStretch(3);
}
// rotate the vertex and remember transformed coordinates, for eventual clipping
tvd.tvd_fX = fxOld*m(1,1) + fyOld*m(1,2) + fzOld*m(1,3) + v(1);
tvd.tvd_fY = fxOld*m(2,1) + fyOld*m(2,2) + fzOld*m(2,3) + v(2);
tvd.tvd_fZ = fxOld*m(3,1) + fyOld*m(3,2) + fzOld*m(3,3) + v(3);
// prepare screen coordinates for software
if( bPerspective) {
const FLOAT f1oZ = 1.0f/tvd.tvd_fZ;
tvd.tvd_pv2.pv2_fI = fCenterI+tvd.tvd_fX*fRatioI*f1oZ;
tvd.tvd_pv2.pv2_fJ = fCenterJ-tvd.tvd_fY*fRatioJ*f1oZ;
tvd.tvd_pv2.pv2_f1oK = fDepthBufferFactor*f1oZ;
} else {
tvd.tvd_pv2.pv2_fI = fCenterI+tvd.tvd_fX*fZoomI+tvd.tvd_fZ*fStepI;
tvd.tvd_pv2.pv2_fJ = fCenterJ-tvd.tvd_fY*fZoomJ-tvd.tvd_fZ*fStepJ;
tvd.tvd_pv2.pv2_f1oK = 1;
}
// check clipping against horizontal screen boundaries and near clip plane
if( tvd.tvd_pv2.pv2_fI<0 || tvd.tvd_pv2.pv2_fI>=pixWidth ||
tvd.tvd_fZ>fFrontClipDistance || (fBackClipDistance<0 && tvd.tvd_fZ<fBackClipDistance)) {
tvd.tvd_bClipped = TRUE;
}
}
// for all polygons in current mip model
ModelMipInfo &mmiMip = rm.rm_pmdModelData->md_MipInfos[0];
FOREACHINSTATICARRAY( mmiMip.mmpi_Polygons, ModelPolygon, itmp)
{
ModelPolygon &mp = *itmp;
ulRenderFlags = mmiMip.mmpi_MappingSurfaces[mp.mp_Surface].ms_ulRenderingFlags;
// get first three of polygon's transformed vertices
const TransformedVertexData &tvd0 = *mp.mp_PolygonVertices[0].mpv_ptvTransformedVertex;
const TransformedVertexData &tvd1 = *mp.mp_PolygonVertices[1].mpv_ptvTransformedVertex;
const TransformedVertexData &tvd2 = *mp.mp_PolygonVertices[2].mpv_ptvTransformedVertex;
// calculate polygon normal with front plane clipping
FLOAT fD1X = tvd2.tvd_fX - tvd1.tvd_fX;
FLOAT fD1Y = tvd2.tvd_fY - tvd1.tvd_fY;
FLOAT fD1Z = tvd2.tvd_fZ - tvd1.tvd_fZ;
FLOAT fD2X = tvd0.tvd_fX - tvd1.tvd_fX;
FLOAT fD2Y = tvd0.tvd_fY - tvd1.tvd_fY;
FLOAT fD2Z = tvd0.tvd_fZ - tvd1.tvd_fZ;
FLOAT fNX = fD2Y*fD1Z - fD2Z*fD1Y;
FLOAT fNY = fD2Z*fD1X - fD2X*fD1Z;
FLOAT fNZ = fD2X*fD1Y - fD2Y*fD1X;
// calculate polygon normal visibility
FLOAT fVisible;
if( bPerspective) {
fVisible = fNX*tvd0.tvd_fX + fNY*tvd0.tvd_fY + fNZ*tvd0.tvd_fZ;
} else {
fVisible = fNX*prParallel.pr_vViewDirection(1) +
fNY*prParallel.pr_vViewDirection(2) +
fNZ*prParallel.pr_vViewDirection(3);
}
// if the polygon is back-facing
if( fVisible<0) {
// if the polygon is double sided
if( ulRenderFlags & SRF_DOUBLESIDED) {
// mark it as back-facing double sided
mp.mp_slVisibility = VISIBLE_BACK;
// if the polygon is not double sided
} else {
// mark it as invisible
mp.mp_slVisibility = VISIBLE_NOT;
}
// if the polygon is front-facing
} else {
// mark it as visible front-facing
mp.mp_slVisibility = VISIBLE_FRONT;
}
// initally assume that polygon doesn't need clipping
mp.mp_bClipped = FALSE;
// if the polygon plane is not invisible
if( mp.mp_slVisibility != VISIBLE_NOT) {
// for all vertices
{for( INDEX ivx=0; ivx<mp.mp_PolygonVertices.Count(); ivx++) {
const TransformedVertexData &tvd = *mp.mp_PolygonVertices[ivx].mpv_ptvTransformedVertex;
// if vertex is clipped to near plane
if( tvd.tvd_bClipped) {
// mark that the polygon needs clipping
mp.mp_bClipped = TRUE;
break;
}
}}
}
}
_pfModelProfile.StopTimer( CModelProfile::PTI_MASK_INITMODELRENDERING);
_pfModelProfile.StartTimer( CModelProfile::PTI_MASK_RENDERMODEL);
_pfModelProfile.IncrementTimerAveragingCounter( CModelProfile::PTI_MASK_RENDERMODEL);
// render back side first and front side after that
RenderOneSide( rm, VISIBLE_BACK);
RenderOneSide( rm, VISIBLE_FRONT);
_pfModelProfile.StopTimer( CModelProfile::PTI_MASK_RENDERMODEL);
}